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gfx effects use additive blending mode #3024

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wzdev-ci opened this issue Jan 2, 2012 · 21 comments
Closed

gfx effects use additive blending mode #3024

wzdev-ci opened this issue Jan 2, 2012 · 21 comments

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@wzdev-ci
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wzdev-ci commented Jan 2, 2012

keyword_gfx resolution_fixed type_bug | by MaNGusT


there is no point to use additive blend mode to draw gfx effects. we lose black colors in game and it looks like a bug to me.
blend mode should be changed to normal and gfx images should have transparent background(they already have it, just new one should).


Issue migrated from trac:3024 at 2022-04-16 08:45:00 -0700

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wzdev-ci commented Jan 2, 2012

Safety0ff commented


Can you elaborate when this becomes an issue, maybe with a screen shot?

It makes sense for explosions and such.

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wzdev-ci commented Jan 2, 2012

MaNGusT changed _comment0 which not transferred by tractive

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wzdev-ci commented Jan 2, 2012

MaNGusT commented


It doesn't make sense at all! I think that sometimes devs don't trust their eyes. )

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wzdev-ci commented Jan 2, 2012

MaNGusT changed _comment1 which not transferred by tractive

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wzdev-ci commented Jan 2, 2012

MaNGusT uploaded file screenshots.zip (2110.9 KiB)

look at transparent center of effect in game, then look at texture

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wzdev-ci commented Jan 4, 2012

NanoTech commented


The page-58 texture you posted doesn't look like it was made for use with regular blending, given its hard edges. I'm not saying there shouldn't be dark smoke at all, but that texture in particular isn't suited for it.

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wzdev-ci commented Jan 4, 2012

Cyp commented


Think the bright part should be additively blended, and the smoke should be regularly blended. Think a kind of pre-multiplied alpha could work, where the bright part has alpha 0 (leaving the RGB as it is), and the smoke being regular pre-multiplied alpha. Don't know if image editing programs are suited for that, though.

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wzdev-ci commented Jan 4, 2012

MaNGusT uploaded file firesmoke.zip (247.6 KiB)

here are splitted fire and smoke.

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wzdev-ci commented Jan 4, 2012

MaNGusT uploaded file page-58-minipod_exp.png (250.2 KiB)

improved*
page-58-minipod_exp.png

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wzdev-ci commented Jan 4, 2012

MaNGusT uploaded file fxmpexp.pie (0.3 KiB)

minipod hitgfx model for page-58 texture

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wzdev-ci commented Jan 4, 2012

MaNGusT commented


you need to change the scale of effect in stats btw, from 25% to 100%.

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wzdev-ci commented Jan 7, 2012

Cyp changed status from new to closed

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wzdev-ci commented Jan 7, 2012

Cyp changed resolution from `` to fixed

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wzdev-ci commented Jan 7, 2012

Cyp commented


Add a premultiplied alpha render mode.

To render explosions with it, add a connector:
CONNECTORS 1
0 3 0

Fixes #3024.

@wzdev-ci wzdev-ci closed this as completed Jan 7, 2012
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wzdev-ci commented Jan 7, 2012

MaNGusT commented


will it work with all explosion gfx? like hitgfx,missgfx etc.

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wzdev-ci commented Jan 7, 2012

Cyp commented


Think those should work.

And same for projectiles. Except the projectiles should have two connectors, first should be 0 3 0 if it shouldn't face the camera, or 1 3 0 to rotate to the camera like a cylinder, or 2 3 0 to rotate like a sphere. And the second connector should be the middle of the projectile (which should probably usually be 0 0 0). (Explosion effects always rotate parallel with the camera near plane, which is almost, but not quite, like rotating to face the camera.)

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cybersphinx commented


Change new PIE modes to use flags instead of connectors.

Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3:

Roll to camera uses TYPE x1x instead of a "1 x 0" connector.

Pitch to camera uses TYPE x2x instead of a "2 x 0" connector.

Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector.

Introduced in f3ba2378e54ab0557db4a20c876043f8be059906:

Premultiplied uses TYPE xx4 instead of a "x 3 0" connector.

Refs #3024.

  • Changeset: [/changeset/97a7c6a1daa528a83dfed1a6801f35472f6a78bf 97a7c6a1daa528a83dfed1a6801f35472f6a78bf]
  • URL: [97]a7c6a1daa528a83dfed1a6801f35472f6a78bf

2 similar comments
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cybersphinx commented


Change new PIE modes to use flags instead of connectors.

Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3:

Roll to camera uses TYPE x1x instead of a "1 x 0" connector.

Pitch to camera uses TYPE x2x instead of a "2 x 0" connector.

Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector.

Introduced in f3ba2378e54ab0557db4a20c876043f8be059906:

Premultiplied uses TYPE xx4 instead of a "x 3 0" connector.

Refs #3024.

  • Changeset: [/changeset/97a7c6a1daa528a83dfed1a6801f35472f6a78bf 97a7c6a1daa528a83dfed1a6801f35472f6a78bf]
  • URL: [97]a7c6a1daa528a83dfed1a6801f35472f6a78bf

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cybersphinx commented


Change new PIE modes to use flags instead of connectors.

Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3:

Roll to camera uses TYPE x1x instead of a "1 x 0" connector.

Pitch to camera uses TYPE x2x instead of a "2 x 0" connector.

Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector.

Introduced in f3ba2378e54ab0557db4a20c876043f8be059906:

Premultiplied uses TYPE xx4 instead of a "x 3 0" connector.

Refs #3024.

  • Changeset: [/changeset/97a7c6a1daa528a83dfed1a6801f35472f6a78bf 97a7c6a1daa528a83dfed1a6801f35472f6a78bf]
  • URL: [97]a7c6a1daa528a83dfed1a6801f35472f6a78bf

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wzdev-ci commented Aug 4, 2012

Cyp commented


Add a premultiplied alpha render mode.

To render explosions with it, add a connector:
CONNECTORS 1
0 3 0

Fixes #3024.

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wzdev-ci commented Aug 4, 2012

cybersphinx commented


Change new PIE modes to use flags instead of connectors.

Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3:

Roll to camera uses TYPE x1x instead of a "1 x 0" connector.

Pitch to camera uses TYPE x2x instead of a "2 x 0" connector.

Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector.

Introduced in f3ba2378e54ab0557db4a20c876043f8be059906:

Premultiplied uses TYPE xx4 instead of a "x 3 0" connector.

Refs #3024.

  • Changeset: [/changeset/97a7c6a1daa528a83dfed1a6801f35472f6a78bf 97a7c6a1daa528a83dfed1a6801f35472f6a78bf]
  • URL: [97]a7c6a1daa528a83dfed1a6801f35472f6a78bf

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